#GLOBAL
struct VSOutPSIn
{
	float4 Position_VSPS : SV_POSITION0;
	float2 Texcoord_VSPS : TEXCOORD0;
};
float2 Location;
#END

#VS
struct VSIn
{
	float3 Position_VS : POSITION0;
	float2 Texcoord_VS : TEXCOORD0;
};


VSOutPSIn main(VSIn In)
{
	VSOutPSIn Out;

	float3 loc = float3(In.Position_VS.xy + Location, In.Position_VS.z);
	Out.Position_VSPS = float4(loc, 1);
	Out.Texcoord_VSPS = loc.xy;

	return Out;
}
#END

#PS

struct PSOut
{
	float4 Color_PS : SV_TARGET0;
};

PSOut main(VSOutPSIn In)
{
	PSOut Out;

	float dis = distance(Location, In.Texcoord_VSPS);
	clip(.1 - dis);

	Out.Color_PS = float4(0, 0, 1, 1);

	return Out;
}
#END

